mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
* New rpg startup speed up and refactor * New rpg do quest * Fix invalid height in quest poi * Add quest accept and reward limitation * New rpg quest improvement * Organize quest log, reward quests and fix grind target * Quest dropped statistic and remove redundant code * Decrease grind relevance lower than loot * Fix new rpg drop quest * Go to reward quest instead of innkeeper when quest completed * Fix incorrect logic in do quest reward * Fix reset quests in factory * Fix crash on grind target value Co-authored-by: SaW <swerkhoven@outlook.com> * Fix a minor error in DoCompletedQuest * Let bots get rid of impossible quests faster * Increase loot fluency (especially for caster) * Remove seasonal quests from auto accept * Enhance quest accept condition check * Add questgiver check (limit acceptation of quest 7946) * Questgiver check and localization * Near npc fix * Fix quest item report * Add lowPriorityQuest set for quests can not be done * Improve gameobjects loot * Do complete quest * FIx move far to teleport check * Accept or reward quest from game objects * Fix possible crash in rpg game objects * Fix ChooseNpcOrGameObjectToInteract crash --------- Co-authored-by: SaW <swerkhoven@outlook.com>
199 lines
5.3 KiB
C++
199 lines
5.3 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "AcceptQuestAction.h"
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#include "Event.h"
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#include "Playerbots.h"
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bool AcceptAllQuestsAction::ProcessQuest(Quest const* quest, Object* questGiver)
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{
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if (!AcceptQuest(quest, questGiver->GetGUID())) return false;
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auto text_quest = ChatHelper::FormatQuest(quest);
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bot->PlayDistanceSound(620);
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if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
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{
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LOG_INFO("playerbots", "{} => Quest [{}] accepted", bot->GetName(), quest->GetTitle());
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bot->Say("Quest [" + text_quest + "] accepted", LANG_UNIVERSAL);
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}
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return true;
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}
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bool AcceptQuestAction::Execute(Event event)
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{
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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if (!requester)
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return false;
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Player* bot = botAI->GetBot();
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uint64_t guid;
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uint32 quest = 0;
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std::string const text = event.getParam();
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PlayerbotChatHandler ch(requester);
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quest = ch.extractQuestId(text);
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bool hasAccept = false;
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if (event.getPacket().empty())
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{
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GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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for (auto i = npcs.begin(); i != npcs.end(); i++)
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{
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Unit* unit = botAI->GetUnit(*i);
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if (unit && quest && unit->hasQuest(quest))
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{
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guid = unit->GetGUID().GetRawValue();
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break;
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}
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if (unit && text == "*" && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
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hasAccept |= QuestAction::ProcessQuests(unit);
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}
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GuidVector gos = AI_VALUE(GuidVector, "nearest game objects no los");
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for (auto i = gos.begin(); i != gos.end(); i++)
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{
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GameObject* go = botAI->GetGameObject(*i);
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if (go && quest && go->hasQuest(quest))
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{
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guid = go->GetGUID().GetRawValue();
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break;
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}
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if (go && text == "*" && bot->GetDistance(go) <= INTERACTION_DISTANCE)
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hasAccept |= QuestAction::ProcessQuests(go);
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}
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}
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else
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{
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WorldPacket& p = event.getPacket();
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p.rpos(0);
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p >> guid >> quest;
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}
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if (!quest || !guid)
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return false;
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
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if (!qInfo)
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return false;
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hasAccept |= AcceptQuest(qInfo, ObjectGuid(guid));
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if (hasAccept)
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{
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std::stringstream ss;
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ss << "AcceptQuestAction [" << qInfo->GetTitle() << "] - [" << std::to_string(qInfo->GetQuestId()) << "]";
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LOG_DEBUG("playerbots", "{}", ss.str().c_str());
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// botAI->TellMaster(ss.str());
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}
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return hasAccept;
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}
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bool AcceptQuestShareAction::Execute(Event event)
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{
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Player* master = GetMaster();
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Player* bot = botAI->GetBot();
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WorldPacket& p = event.getPacket();
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p.rpos(0);
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uint32 quest;
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p >> quest;
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
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if (!qInfo || !bot->GetDivider())
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return false;
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quest = qInfo->GetQuestId();
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if (bot->HasQuest(quest))
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{
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bot->SetDivider(ObjectGuid::Empty);
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botAI->TellError("I have this quest");
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return false;
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}
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if (!bot->CanTakeQuest(qInfo, false))
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{
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// can't take quest
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bot->SetDivider(ObjectGuid::Empty);
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botAI->TellError("I can't take this quest");
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return false;
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}
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if (!bot->GetDivider().IsEmpty())
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{
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// send msg to quest giving player
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master->SendPushToPartyResponse(bot, QUEST_PARTY_MSG_ACCEPT_QUEST);
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bot->SetDivider(ObjectGuid::Empty);
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}
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if (bot->CanAddQuest(qInfo, false))
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{
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bot->AddQuest(qInfo, master);
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if (bot->CanCompleteQuest(quest))
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bot->CompleteQuest(quest);
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// Runsttren: did not add typeid switch from WorldSession::HandleQuestgiverAcceptQuestOpcode!
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// I think it's not needed, cause typeid should be TYPEID_PLAYER - and this one is not handled
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// there and there is no default case also.
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if (qInfo->GetSrcSpell() > 0)
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{
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bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
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}
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botAI->TellMaster("Quest accepted");
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return true;
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}
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return false;
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}
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bool ConfirmQuestAction::Execute(Event event)
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{
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Player* bot = botAI->GetBot();
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Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
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WorldPacket& p = event.getPacket();
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p.rpos(0);
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uint32 quest;
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p >> quest;
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Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
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if (!qInfo)
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return false;
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quest = qInfo->GetQuestId();
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if (!bot->CanTakeQuest(qInfo, false))
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{
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// can't take quest
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// botAI->TellError("quest_cant_take");
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return false;
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}
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if (bot->CanAddQuest(qInfo, false))
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{
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bot->AddQuest(qInfo, requester);
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if (bot->CanCompleteQuest(quest))
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bot->CompleteQuest(quest);
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if (qInfo->GetSrcSpell() > 0)
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{
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bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
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}
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// botAI->TellMaster("quest_accept");
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return true;
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}
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return false;
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}
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